Good afternoon followers!
Some minutes ago I received the critical phone call telling me when I’ll start my job… 2 May. Exactly in three days from now! So, as the title of this post says, my free time has roughly come to zero. Or better, if I’m not wrong, my only free days should be Saturday and Sunday (and this is right, because my job will be full-time). Other days I will be busy from 6:30 to 20:30 because I have to spend around 5 hours in public trasportations, and honestly I’m not very sure on how much I will be able to work on my projects by night after 20:30, since I should at least eat, have a shower (duh!) and go to bed not later than than 00:00 (or I will never wake up at 6:30).
Honestly I expected to begin the job more or less in the middle of May, since my boss told me so some days ago, but looks like something changed in their plans. At least, the earlier I begin, the earlier I get paid!
I’m not going to talk about how I feel now and similar things, so I’m going to post an update of Duel Of Speed wich I did some time ago, but wich I totally forgot to post here! Here’s a quick screen:
Since the first (and only) time I posted Duel Of Speed here on the Diary, I did many important changes to game mechanics:
- Larger track and smaller spaceship;
- Opponents have a “perfect” AI, wich you almost can’t beat (this is only for testing purposes: AI will have different difficulty levels later in the development, and different behaviours too);
- Opponents start racing as you press UP, then they will race indipendently from you (no semaphore lights yet, pardon);
- Taking sharp turns makes you gain ground, while taking wide turns makes you lose ground, just like in real car racing. Opponents always make really sharp turns, so it’s very very difficult to overtake them;
- Changed the way in wich track inclination is handled, making it completely indipendent from turns and slopes (this makes it easier to build tracks for me, and avoids wrong orientation of the background);
- Background movement is now completely smooth;
- Racetrack fades away in the background instead of ending roughly at the horizon;
- Some small changes to controls, speed scale, track design (it’s still the same test track), and bug fixes;
You can obviously try the latest version at this link. Remember there’s no ending, so you can race as long as you want.
I’m pretty sure I can continue to work on my projects only on Saturday and Sunday, but one thing is sure: I will never abandon my games. Sooner or later I will bring them to conclusion, and start making new ones, because this is what keeps me alive. :)
Thanks for reading today’s post! I’m pretty sure I’ll post something after some days of work… I’ll let you know my opinions on my new job at EgoRego. See you around on the web!
Danjel Ricci























